Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 23, 2024, 01:09:54 am
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
General Discussion
>
Troop Availability for Different Company Builds
Pages: [
1
]
Go Down
Print
Author
Topic: Troop Availability for Different Company Builds (Read 4381 times)
0 Members and 3 Guests are viewing this topic.
31stPzGren
EIR Veteran
Posts: 455
Troop Availability for Different Company Builds
«
on:
March 24, 2009, 09:18:44 pm »
The company build in EiRR in my opinion, is unimaginative and stale due to restrictions by the availability system.
One on hand, you argue that there is the "in supply" and PP system of customising troops, but there is only so much you can customise them to and in battle, you lose troops fast. Even when the PP system is implemented properly, there is still the downside of losing PP in complex customisations during desperate battles.
I propose that a choice of availability be given to the players such as;
1. More Infantry in General
2. More Tanks in General
3. More Support Weapons in General.
As it goes, axis have a nice split of 8 grens and 8 volks. What if I don't want to use grenadiers at all? I want to use volks only? Paying 6 PP in total for volks above the limit seems hardly wise.
Why not simply let the players choose what they want while limiting other options?
If players want to play an All-Infantry company, let them have more infantry choices in general but restrict their tank purchases severely. Like wise for Support Companies and Tank companies.
In terms of abundance;
Infantry Company: Most Inf, Avg Support Weapons, Least Tanks
Tank Company: Most Tanks, Avg. Inf, Least Support Weapons.
Support Company: Most Support Weapons, Avg. Inf, Least Tanks.
If not, simply let them assign availability themselves to the group of units! Let them have a choice of elite/special units to use.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Troop Availability for Different Company Builds
«
Reply #1 on:
March 24, 2009, 09:22:55 pm »
actually I have been contemplating a second layer to the Reinforcement packages that might be able to be used in somewhat this manner.
been fleshing it out a bit.
Logged
www.synergiesmod.com
Pak75mm
EIR Veteran
Posts: 108
Re: Troop Availability for Different Company Builds
«
Reply #2 on:
March 24, 2009, 11:04:52 pm »
i choose to build all my companies i built in EIR to just massacre infantry. I fine that it lets me do that.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Troop Availability for Different Company Builds
«
Reply #3 on:
March 24, 2009, 11:05:36 pm »
Why not just give everyone an A B and C choice, and have it set that way.
A = most
B = moderate
C = least
You get to assign them where you want.
So you could go support heavy with secondary armor or infantry, or Armor heavy with infantry second, etc.
Logged
.
.
.
.
.
.
.
.
.
.
.
CommanderHolt
EIR Veteran
Posts: 600
Re: Troop Availability for Different Company Builds
«
Reply #4 on:
March 24, 2009, 11:11:18 pm »
What about Light vehicles?
Logged
31stPzGren
EIR Veteran
Posts: 455
Re: Troop Availability for Different Company Builds
«
Reply #5 on:
March 25, 2009, 12:28:51 am »
Quote from: AmPM on March 24, 2009, 11:05:36 pm
You get to assign them where you want.
Thats what I was suggesting in closing my post but I guess I didn't translate it too well.
Light vehicles would be admittedly difficult to rank. Maybe they can have
1x Most Abundant
2x Normal
1x Rare
To assign respectively to their division make up? If someone is going to include artillery pieces etc etc then I supposed a middle ground will have to be reached somewhere. So far the generic catergories are like;
Armour
Infantry
Support Weapons
Vehicles
Logged
Tymathee
Donator
Posts: 9741
Re: Troop Availability for Different Company Builds
«
Reply #6 on:
March 25, 2009, 01:11:59 am »
I think one way to do this but i dont know if it can be done, is to give each unit a hidden point system and as you add in units, points get taken off, but there is still a high numbers so you can't just have say 30 rifles, maybe cap it off at 20-24 or something like that.
so say in a standard set up, the mid ground is 12 rifle and 4 shermans as it is now but say i want to add more rifles, and dont want 1 sherman, i sac one sherman for 4 rifles, .i can get up to 20 rifles but then i'm only limted to 2 shermans. after this (assuming high cap is 20)
as for light vehicles...i think you stick with availability so they're not spammed, ditto support but your main units are infantry and tanks, so you put that only in the system.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
MistenTH
EIR Veteran
Posts: 199
Re: Troop Availability for Different Company Builds
«
Reply #7 on:
March 25, 2009, 01:45:58 am »
Sounds like this was inspired by World in Conflict's system hee.
So; seems like:
[1] Create new company
[2] Select doctrine
[3] Select company composition -> affects unit availability / manpower-fuel initial values
Be cool to have more customisation, 10 medium tank companies, or 30+ infantry squads running around. I wonder how many blob threads will pop up after that o.o
Point system that autoscales sounds nice, but might be harder to code. Give us a hint Salan!
Logged
gamesguy2
Honoured Member
Posts: 2238
Re: Troop Availability for Different Company Builds
«
Reply #8 on:
March 25, 2009, 01:58:13 am »
There are enough support weapon spam companies as it is without letting people buy more than 4 MGs without paying PP.
Logged
Tymathee
Donator
Posts: 9741
Re: Troop Availability for Different Company Builds
«
Reply #9 on:
March 25, 2009, 02:21:38 am »
Quote from: MistenTH on March 25, 2009, 01:45:58 am
Sounds like this was inspired by World in Conflict's system hee.
So; seems like:
[1] Create new company
[2] Select doctrine
[3] Select company composition -> affects unit availability / manpower-fuel initial values
Be cool to have more customisation, 10 medium tank companies, or 30+ infantry squads running around. I wonder how many blob threads will pop up after that o.o
Point system that autoscales sounds nice, but might be harder to code. Give us a hint Salan!
I hate wic...i loved it at first but wheni found out how stupidly simple the game was and how there was no realism at all in it and how it was just too dumb (basically same units on each side and no uniqueness) i just stopped pl aying...wasn't fun anymore
Logged
MistenTH
EIR Veteran
Posts: 199
Re: Troop Availability for Different Company Builds
«
Reply #10 on:
March 25, 2009, 02:26:34 am »
Quote from: gamesguy2 on March 25, 2009, 01:58:13 am
There are enough support weapon spam companies as it is without letting people buy more than 4 MGs without paying PP.
Old EiR without availability anyone could spam whatever they want. Mass support weapon companies weren't really a big issue from the threads back then. The problem was usually solved with copious amounts of artillery and off-maps. We don't have off-maps here yet but artillery seems decent enough ^.^ Having fun with arty right now!
Logged
gamesguy2
Honoured Member
Posts: 2238
Re: Troop Availability for Different Company Builds
«
Reply #11 on:
March 25, 2009, 02:51:06 am »
Quote from: MistenTH on March 25, 2009, 02:26:34 am
Quote from: gamesguy2 on March 25, 2009, 01:58:13 am
There are enough support weapon spam companies as it is without letting people buy more than 4 MGs without paying PP.
Old EiR without availability anyone could spam whatever they want. Mass support weapon companies weren't really a big issue from the threads back then. The problem was usually solved with copious amounts of artillery and off-maps. We don't have off-maps here yet but artillery seems decent enough ^.^ Having fun with arty right now!
Ya but as you said, allies had a metric crapload of arty in old EIR. DRR calliope, howitzers(didnt you have a 7 howie company?), strafing run, bombing run, 105 offmap, etc.
Not true in EIRR, which is why support weapon spam is so prevalent.
Logged
MistenTH
EIR Veteran
Posts: 199
Re: Troop Availability for Different Company Builds
«
Reply #12 on:
March 25, 2009, 03:21:20 am »
It was a 6 howitzer company, though I rarely got to call out more than 3. Axis tended to run out of off-maps by then.
But anyways, the main dynamic that is mentioned is infantry/vehicles/tanks. Support weapons can be kept static.
Logged
VariantThirteen
EIR Veteran
Posts: 116
Re: Troop Availability for Different Company Builds
«
Reply #13 on:
March 25, 2009, 04:59:31 am »
I don't think that the problem of the last war was the lack of PP restrictions, it was supply bonuses, oversupply and price reductions that led to rediculous spam. Also, it wasn't spam in general that was the problem, it was specific units, particularly Shermans and AB, because a non-oversupplied company simply had to attrite themselves against those units and would run out of counters first.
Personally, I liked that Axis and Allies fundamentally had to play differently to win. As Axis Defending, the basic idea was to hold the line until they got booted off the battlefield - killing units wasn't important because there'd always be more roflmen to cap and press you, and there'd always be more cheap armour to harry your lines, create and exploit gaps.
A few things messed with it pretty hard, Oversupplied Airborne, Air Superiority and Callies being the main ones, but other things really added to the feeling in a good way, like OBM and the price reduction mechanics on some units.
I think that PP should be reworked so that everything has a PP cost from the first unit bought, but that more PP is given out.
Logged
Pages: [
1
]
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...